struct PS_IN
{
	float4 projectedCoordinate : SV_POSITION;
	float4 colorOut : COLOR;
	float3 uvCoods : UV;

};

TextureCube texture1;
SamplerState Sampler;

float4 main(PS_IN input) : SV_TARGET
{
	return texture1.Sample(Sampler, input.uvCoods);
}